(edited by Ithamir.5928)
Shield Reimagined
How would you not catch the wave? Teleport out?
How would you not catch the wave? Teleport out?
A good point. It doesn’t have to return all the way back. It can subside beforehand.
Although, even if you’re guaranteed to touch it, then the skillful part is still there. Where to touch, so the next wave would’ve the best affect.
Moreover, there’s another option. Breaking down the skill into two parts. The going out wave, and the returning wave. If you manage to catch the first going out wave, then another going out wave is created. This second going out wave doesn’t spawn another going out wave if you catch it. Or maybe it could if it’s balanced.
(edited by Ithamir.5928)
I’ve been going over the Tides of Time, shield #5 mechanic, from a melee perspective and something seems off. If you initiate this ability at point blank (melee) range, it doesn’t seem possible to get the two touches of the wave ANET has been advertising. I’m assuming that just initiating the wave does not give you a “touch” to provide alacrity. I’m assuming you actually have to get in front of your own wave to let it hit you from behind for the first “touch” and then just continue fighting for it to hit you again on the return path. If you are already in melee range when you initiate it, then that first touch does not happen..only the return touch. I think the poor demonstration in that POI covered that up because he was playing ranged with a melee weapon (1h sword). He started off at range and then used iLeap to get the first touch. If this is how shield #5 really works…they need to rework the mechanics…maybe implement it like the OP of this thread has described with the splash/ripple effect originating at the center and then collapsing back on itself for the second touch.
Shield #4 is pretty suspect as well. A one hit block is pretty terrible…at least from a melee perspective on a light armor profession. I’d be more okay with it if upon the block you got distortion for a couple of seconds…or if it was a multi-hit block instead. I’m more in favor of the distortion option as it fits the mesmer more. The distortion option would allow the summon of the phantasm upon block, without having the phantasm cancelled by dodge, interrupt, death, etc.
I’ve been going over the Tides of Time, shield #5 mechanic, from a melee perspective and something seems off. If you initiate this ability at point blank (melee) range, it doesn’t seem possible to get the two touches of the wave ANET has been advertising. I’m assuming that just initiating the wave does not give you a “touch” to provide alacrity. I’m assuming you actually have to get in front of your own wave to let it hit you from behind for the first “touch” and then just continue fighting for it to hit you again on the return path. If you are already in melee range when you initiate it, then that first touch does not happen..only the return touch. I think the poor demonstration in that POI covered that up because he was playing ranged with a melee weapon (1h sword). He started off at range and then used iLeap to get the first touch. If this is how shield #5 really works…they need to rework the mechanics…maybe implement it like the OP of this thread has described with the splash/ripple effect originating at the center and then collapsing back on itself for the second touch.
Shield #4 is pretty suspect as well. A one hit block is pretty terrible…at least from a melee perspective on a light armor profession. I’d be more okay with it if upon the block you got distortion for a couple of seconds…or if it was a multi-hit block instead. I’m more in favor of the distortion option as it fits the mesmer more. The distortion option would allow the summon of the phantasm upon block, without having the phantasm cancelled by dodge, interrupt, death, etc.
Pretty much what I was going for. Increasing viability while also improving on the motif of a space-time controlling spellcaster.
Tides of Time:
Increase the number of affected enemies and allies.
Echo of Memory:
Increase the survivabilty.
Honestly, I like the way the shield skills are designed as is. It thematically fits chronomancer more than base mesmer (as it should, since it’s a specialization), and is focused on less space manipulation and more time manipulation.
As for your specific proposals…
Echo of Memory:
Evade Attacks and Reflect projectiles. This is instead of Blocking (Could be awesome if the animation would send the projectiles flying backwards, as if rewinding. Unlike now where it looks like you’re firing it back yourself).Reasoning: Blocking one attack is unreliable and weak, especially on a rather long cooldown skill. See Scepter and Sword Off-Hand for references. More survivability, especially since you lose Torch’s The Prestige. Rewards smart play. Fits the theme of a space-time mage.
My only issue with this is the “Evade” part. With Evasive Mirror, you’re already reflecting projectiles on evade. I actually like the block part of the shield skills, because it’s still a shield and shields block attacks.